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Havok AI gave us an advanced Nav Mesh solution in a short cycle with absolutely great support. Rolling our own solution would have cost us more in time and resources, and increased risk for our project. I can’t really see a better choice for us than using Havok™AI.

Havok’s technology delivers convincing performance and physical interactivity in Assassin Creed II’s massive game world, allowing players to fluidly navigate the Italian Renaissance environment while enjoying breathtaking views and full freedom of control. We were impressed with what we could do. Assassin’s Creed II is an incredible game.

Our vision was to create action on a scale that was unlike anything that has come before. With Havok's proven technology, our development team in Japan was able to create the exciting and dynamic world in VANQUISH. Using Havok [Physics and Havok Animation] we were able to scale the interaction up to unprecedented levels and push gaming consoles right to their limits.

Havok’s integrated character and physics technology allowed us to explore a range of new ideas and features for the characters and environments within Operation Flashpoint: Dragon Rising. Thanks to Havok’s technology and dedicated customer support, paired with our proprietary EGO development platform, we were able to create the game’s gritty, modern war experience with remarkable effectiveness.

We needed an art tool that allows our artists to quickly generate and visualize high quality cloth assets to enrich the Xbox 360™ and PLAYSTATION®3 environmental and character experiences. We have used Havok’s software products in several of our Triple-A titles and Havok Cloth was the clear choice.

Havok Cloth’s animation tool set has allowed our artists the ability to control and replicate more authentic looking movement into DJ Hero. As a result, players are able to experience even more interactive and unique visuals.

The modular design of Havok Cloth enabled us to get the technology successfully integrated quickly and easily. Havok’s technical support was excellent, and the highly intuitive and powerful art tools allow artists to quickly generate and visualize high quality cloth assets. Our overall experience with Havok Cloth on UFC 2009 Undisputed has been very positive so we intend to use Havok Cloth even more extensively in THQ’s upcoming fighting titles.

With the use of Havok’s Destruction module we have the ability to break things in all new ways that give us a much deeper player immersion. Havok’s Destruction gives us the ability to bring down whole buildings and destroy things in more believable ways, such as shooting a tire off a car, or a door, or a hood, or incrementally destroying the whole automobile.

DICE has a long standing partnership with Havok and we have extensively used Havok Physics on a wide range of titles and prototypes during that time. We have now made the decision to use Havok Destruction technology in Battlefield 3. DICE has been impressed by Havok’s suite of cross platform tools for the simulation of rigid body destruction. We have found that Havok Destruction gives our Art team total control over the simulation, drastically reducing production time and the cost of creating large numbers of interactive destructible objects.

Havok is one of the key pieces of technology which allowed us to make everything in World in Conflict dynamic and destructible. The engine's excellence in robustness and performance is paired with world class support.

Havok's flexibility and ease of use have made it one of our cornerstone development tools and almost a recognizable 'character' within the Halo 3 engine. Its elegance and scalability mean that it adds features and value to our engine, and yet integrates seamlessly without impacting performance.

The Havok physics engine in Carnival Games doesn’t just make things look good—it’s an essential part of game play. Havok’s rigid body dynamics, including collision detection, allow us to build experiences for the player that are as realistic and fun as possible. Such things as bottles collapsing and falling in the Milk Bottle Throw, and bowling balls spinning and rolling in Bowler Coaster, all leverage rigid body dynamics.

Before using Havok, we wrote scrapped and rewrote our physics system at least 3 times. Havok was easy to integrate into our engine and pipeline and is more powerful, flexible and efficient than any of our attempts had been. We have no future plans to do a project without Havok. Havok allowed us to stop spending time on core physics and concentrate on taking the physics and making it fun.

Havok has always offered exceptional support to the Space Marine team. The recent expansion into engine optimization has made Havok an even more valuable partner. Havok’s low-level platform expertise enabled for an immediate impact on our engine.

Since we started using Havok Physics, their support has been very well organized and professional and they have helped the Remedy team a lot during the physics engine integration. We have achieved a high degree of customization in a short time-frame while implementing widespread collision detection and character controllers for the game. We are very happy with the performance, too, and the integration of new features is generally easy. We are confident that Havok will save us lots of time and money further down the road. So far we are only scratching its very surface.

We chose Havok due to the ease of integration into our existing BioShock 2 code across multiple platforms. The Havok team also provided terrific support as we implemented their technology to enable immersive and realistic game play.

Havok is a professional organization from its engineering and support to sales and contracts. We’ve always appreciated Havok's willingness to listen and work with us on serious and sophisticated commercial and technical issues. Havok goes the extra mile to understand the complexities of our business and the challenges development teams face.

By incorporating Havok technologies into our development process at Turbine, our creative teams can focus on what’s important to our players: better gameplay and rich, organic characters and worlds. Havok’s easy code integration and implementation, and its high level of customer support will provide Turbine with the tools we need to maintain the continued success of our current and future titles.

Havok has long been considered the premier physics engine in the AAA games space. We are delighted that Havok has listened to the needs of the game development community and designed a solution that allows the “budget conscious” developer to take advantage of their products as well. Havok is not only the best technical solution, but also a great business partner. We look forward to creating many wonderful games with help from Havok

A key part of Cohort's business strategy revolves around the concept of 'Partners in Development' - working together with other key players in the games industry to help manage cost and risk. With this in mind, we're extremely excited to have joined Havok's Independent Developer Program. By gaining access to Havok's entire suite of technologies, we'll be able to turn around concept demos and prototypes in much shorter timescales, at less financial risk, and expand our cross-platform expertise in the process.

Dynamic simulation is becoming an increasingly important part of our production pipeline, with directors and audiences demanding greater realism and more complex interaction. We have chosen Havok as the basis for our in-house physics system. Havok's collision system is extremely fast and stable, allowing us to simulate large numbers of objects with relative ease, making it possible to achieve results that would have been nearly impossible without it.

Xperia™ PLAY is not only a fantastic smartphone on the latest Android™ platform, it also offers the best mobile gaming experience available. We are very pleased to be working with Havok to bring new levels of cinematic and immersive gaming experiences, never before seen on smartphones, to the Android™ platform.

Alan Wake is a new experience in gaming, merging realistic animation with interactive game play on a scale not seen before. Havok Physics was deeply integrated into our tool chain and in-house engine to maximize its full potential. By harnessing the full power of the Xbox 360 hardware, our engine and Havok’s solution allows us to deliver fully on our ambition for Alan Wake. We’re confident gamers will be enthralled as they unlock the mysteries of Bright Falls and explore Alan Wake’s intriguing surroundings.

Using the Havok Physics system allows us amp up the force in unexpected ways in Star Wars: The Force Unleashed—it’s an important part of our focus on the simulation-based gameplay rather than relying solely on reactions.

Without the use of Havok’s Vision Engine and associated tools and technologies, Embers of Caerus would not be half the game it is shaping up to be. Havok gives us the power and flexibility we need to push the boundaries of what is possible in an MMORPG, and to express our creativity in ever more spectacular ways.

At 2K Czech, our games demand a physics solution that can scale efficiently and handle highly detailed interactive environments. Having recently moved to the next generation of Havok Physics, we’ve been blown away by how Havok’s new physics technology is able to make highly efficient utilization of all available hardware cores with a very lean runtime memory footprint. This combination allows us to deliver the high quality simulation at the scale we need and we are really looking forward to making some incredible games with the new technology.

— Laurent Gorga, Technical Director2K Czech

Havok AI

Help Your Characters Find Their Way

Havok AI is a runtime SDK for programmers and designers to create efficient pathfinding, path following and navigation mesh generation for highly dynamic environments.